Monday, 14 May 2012

Coming to Fruition...

In today's lesson me and Raj worked towards creating a jumping script for my Character Ben, and eventually finished it so that Ben would jump vertically.


Afterwards I redesigned the first level background and applied it to the background in Director.


Then finally I created a text box for Ben that would appear when he starts talking in the game.




Tuesday, 1 May 2012

Movie in a Window

For todays lesson, Raj taught us the fundamental basics to showing several videos within a space. Using coding we programmed the buttons on the TV to open and close the TV remote and then programmed codes onto the buttons on the remote to switch the channels of the TV to show the different videos.

We were then given the task of recreating the remote and adding video player functions, such as play and fast forward, to the remote. Productivity was key as the class raced to complete the task, but will have to be finished in the next class.

Wednesday, 25 April 2012

Designing the Character and Animating

Today I had begun to create the main character for 'The Aftermath of Judgement'. Originally the character was designed differently but I finally decided to create the character in the style of nostalgic games such as Super Mario and Sonic.


Ben, the main character, standing.


Next I designed other stances to be used in the game for Ben in Photoshop, such as running and falling.


Ben running.

After finishing the designing in Photoshop I then moved onto Flash and began animating the character so that he would be running.


Animating Ben in Flash.


FMP Mission Statement


Aftermath of Judgement.  

Choice and consequence...

All is revealed in the 'Aftermath of Judgement'. I am going to create a game that brings 8-Bit design back from the brink of extinction, and bring forth a new Golden Age for gaming! 

The aim of AOJ is to entertain the audience through the feel and style of classic arcade games


Pac-Man_(arcade)_Pac-Man_sprite.png



while combining new elements that will draw you, the audience, in such as the ability to play through different events that enhance the mood of the story. Through the use of nostalgic themes and the combination of neo-game elements this game will entice you to continue playing, a reminder of arcade games loved by gamers today. 


Prepare for 8-BIT Reborn!!

Wednesday, 14 March 2012

Testing and De-Bugging


Problem 1 – The first problem I had come across was that the images I had used came out huge on the Director screen, but that was easily solved with cropping the images on Photoshop.

Problem 2 – The next problem was that the script was still handling weird and after debugging it they’re as still problems with the movements, but that was sorted eventually by rewriting the code completely.

Problem 3 – After completing and publishing the game I noticed that the navigation buttons were spaced oddly but that was easily sorted out by making the box for the buttons bigger.

After playing through the game several times I have managed to hopefully clear all problems and make the game clean.

Evaluation


Research

I started off this project by researching the 3 different games that I had chosen and explored the different aspects of each of those games and decided on which I could take into account when it came to creating my own game. Next I had completed the research on the principles of game design, which allowed me to evaluate the different aspects of the 3 games I researched and at the end of it I was very interested.

Sketches

The next step was to draw out my initial designs for my game and decide on what it would look like. My original idea that I came up with was going to be a samurai vs. ninja showdown fighting game, but after watching the TV show American Dad I was given inspiration to create an alien game. And thus Gabe was born. I drew up designs of the characters and the splash screen to see what it would look like.

Structure Diagram

The basic flow of the game is quite simple, so it won’t be any trouble when it comes to scripting the game. The splash screen leads off in 3 directions; Play, Help and Quit. Play takes you to the game and if you win it takes you to a separate page called Winning Page, and if you lose it takes you to the Losing Page, but they both lead you back to the splash screen. Help leads you to the Help Screen and gives you information on how to complete the game, and Quit simply quits the application.

The Game

Creating the game itself was tough because of complications like missing files, coding, and etc. but I managed to complete the game and the scripting on time. I used Photoshop to design the backgrounds and characters and then imported them into Director so they could be placed accordingly. The different screens were also created in Photoshop and the navigation buttons were simple words typed in on Director. I used coding from one of our old tutorials to allow my characters to move the way I wanted them to, such as a wall hit script and a movement script.

8 Minute Pitch

I was worried at first that I wouldn’t be able to finish the pitch in accordance to the time limit that we had, but I managed to finish the video on time. Firstly I described my influences of my ideas and the 3 games that I took aspects from, and then went on to discuss my views on why I believe this game will hit the market by storm. Next I talked about the target audience, and went on to explain about availability and different platforms. I was really nervous about trying to finish this to meet the deadline but the time was met and I am happy with the overall progress.


Structure Diagram

Examples of Finished Designs for Game





G.A.B.E. Initial Designs


Principles of Game Design

1.     Focal point – This principle is self-explanatory. The player has to understand what his focus is in the game and whether or not the focus is kept as the game progresses. An example of this is in Oddworld: Abe’s Oddysee, where the focus is always kept on the main character Abe and his quest to rescue the Mudokons, while completing the tasks set for the player.

2.     Anticipation – This means that the player must be informed that something is about to happen, whether it would be through visual or audio means. A clear example of this is in the game Metal Gear, when Snake is seen by any of the guards a loud ping sound occurs and an exclamation mark appears above the guard’s head, showing that Snake is in danger.

3.     Announce Change – The meaning of this is to let the player know where he exactly is in the game and keep them in control. This principle is often overlooked, but is necessary for the player to be aware of the change. Examples of this are in many games but to specify, Abe’s Oddysee uses this when you rescue a Mudokon and a number appears on the top of the screen, signifying that you have rescued that many Mudokons in total. Also in Metal Gear when Snake collects ammo or weapons the number or name of the gun appears to show he has collected that many of that item.

4.     Behavior and Believable Events – This means that the characters and events must behave according to the expectations of the player, and the actions and behaviors of the game itself must satisfy the player’s logic. An example of this is in Tenchu: Silent Assassins when the player uses flash bombs to blind the guards and get away, the player expects the guard to be disorientated.

5.     Overlapping Events and Behavior – The game needs to be interesting and not only have one change occur at a time. This appeals to the player and helps the overall dynamic of the game. A good example of this is in Abe’s Oddysee when Abe uses his friend Elum to complete the puzzles ahead and finish the level.

6.     Physics – The player will play the game with a basic understanding of physics, so you should always adhere to the laws of gravity, weight, elasticity, etc. but at the same time not be hindered by it. An example of this is in Tenchu: Silent Assassins when the player uses his grappling hook to climb to the top of a building, and then performs sneak attacks by jumping off the building without taking any fall damage.

7.     Sound – Sound is key to set the scene for the player, to let him know where he is and what is going on around him. In game this can range from sound effects to background music. A perfect example of this is in Metal Gear, where the music is quiet and calm until Snake is seen by a guard, and the music changes from calm to hectic and loud sound effects accompany the background music to signify the danger and suspense.

8.     Pacing – This means that the player should always have diversity and be given a choice of whether or not he performs a certain action the right way or the wrong way. This can include areas of high concentration accompanied by shorter areas with a straightforward goal.  One of the examples of this is in Tenchu: Silent Assassins where the player can choose to either fight the guards head on with power attacks and light attacks, or he can choose to assassinate the enemy silently as to not draw attention.

9.     Spacing – The player needs space in his environment to exact the right move and thus complete his task. You must consider the right elements for what the player is about to encounter. A good example of this is in Metal Gear when Snake moves into a new room and guards are patrolling the area, so the player must use the environment to either sneak past the guard or fight them.

10.            Linear Design Versus Component Breakdown – Linear design means to solve the challenges as they come, which can lead to loss of focus but provides creative solutions to the game. Component Breakdown provides insight into primary objectives and allows for logical thinking, but can restrict innovation. This doesn’t necessarily mean you use one and not the other though, as one method can be more appropriate than the other at times. Examples of component breakdown are in both Metal Gear and Tenchu, where the character has the choice to either face the enemy head on or attack silently. An example of linear design would be Abe’s Oddysee, where the character has to solve puzzles or defeat enemies to enter the next level.

11.            Player – This means to help the player contribute to the experience, either by making the player feel empowered throughout the game or to simply blow them off their seats. An example of this is in Abe’s Oddysee, where the character can transform into the Mudokon god Shrykull to defeat the enemies in the level.

12.            Communication – This means to question whether the player is using the correct move to complete the task, or is the player being pointed in the right direction. A good example of this is in Abe’s Oddysee, where the environment is shaped to always point the player in the right direction.

13.            Appeal – An important part of game design, as it establishes whether or not your game idea is compelling enough to keep playing or, to put it simply, if the game is boring then do you want to keep playing. This could mean when punches actually shake the screen, or the sound is affected by elements in the game itself. An example of this is in Tenchu: Silent Assassins, when your character is attacked by a guard, the screen shakes to accommodate the pain your character feels, and thus makes the game feel more realistic.

Screenshots of my chosen 3 games











Tuesday, 6 March 2012

Game Concept Design Research - 3 Comparable Games


Oddworld: Abe’s Oddysee

Abe’s Oddysee is a cinematic platform game created by Oddworld Inhabitants and released in 1997 for the PlayStation, and later for DOS and Microsoft Windows. The story begins with a Mudokon called Abe, shown to be forced into slavery by the evil Glukkons and work in a factory called Rupture Farms. Upon overhearing that the Glukkons are going to harvest the Mudokons for meat and sell them for profit, Abe immediately escapes from the factory. A Mudokon called Big Face appears to Abe in a vision, telling him that the Mudokons are the ‘chosen race’ and need to be rescued, but Abe needs to complete the trials in order to gain the power needed to rescue them. After completing these trials, Abe is bestowed the power of transforming into the Mudokon god Shrykull and then sets forth on his quest to rescue his brethren.

The game itself is a 2D dimensional platform game and the game progresses by reaching the end of the screen, thus continuing to the next level. Abe is able to complete set actions, such as running, jumping, etc., but he also has a few unique abilities, such as Gamespeak and possession. Gamespeak is the name of the interactivity that Abe has towards the captured Mudokons, allowing him to tell them to wait or follow at his command. Abe is able to possess a certain enemy creature called a Slig, which is found numerous throughout the game, and this proves useful when activating traps or attacking other Sligs. Abe is also able to interact with his animal friend called Elum, a mule-like creature, which enables for increased mobility and jumping.

I have chose this game in particular because of the 2D puzzle theme that it follows, e.g. Abe uses his power to open a door and passes into the next level, in which it gets more challenging. This is an element that I would like to use in my game, not just for effect but also because this particular element allows the gamer to engage on the task at hand and focus on the primary character, which could allow for the gamer to get blindsided by something else. In my game an example of this would be something like, the alien passing through closed doors and suddenly an alarm trips, which alerts the security guard to his whereabouts, thus the player loses the game. It’s the repetitiveness of the level and the gameplay that helps engage the player and focus on the primary character that I believe will help make my game successful.

Metal Gear

Metal Gear is an overhead military action-adventure video game released for MSX2 in 1987 and later for the Nintendo Entertainment System (NES). This game is considered to be the progenitor of the stealth game genre. The story begins with FOXHOUND leader Big Boss sending operative Solid Snake into Galzburg, South Africa to rescue Gray Fox and carry out his mission. After meeting up with resistance leaders Schneider, Diane and Jennifer, they rescue Gray Fox and he tells them of a machine called Metal Gear, capable of launching every nuclear warhead in the world. He also tells them of the group Outer Heaven, who plan to use Metal Gear in order to establish a new world superpower. Snake fights through Outer Heaven forces throughout the game and dodges traps, but realizes the traps are too precise and begins to question his mission. Soon after, Big Boss acts strangely and tells Snake to abandon his mission (in game Big Boss breaks the forth wall and tells the player to turn the console off) and this leads to Schneider being ambushed and killed by enemy hostiles. Snake eventually neutralizes Metal Gear before it reaches completion, and before long Big Boss is revealed to be the leader of Outer Heaven, using his military connections to steal intelligence and fund his own activities. They engage in a fight, and upon losing to Snake he sets a self destruction timer off, attempting to blow up the facility with Snake and him inside. Snake escapes from the facility and the game ends with a message from Big Boss exclaiming that he will meet Snake again.

The player must navigate through the levels by avoiding visual and direct contact with the patrolling guards. If seen at all by the guards, the game enters the ‘Alert Mode’ in which Snake must escape. There are two different ‘Alert Modes’ in the game, the first being guards with single ‘!’ marks above their heads, and guards with two ‘!!’ marks above their heads. The single ‘!’ means that only one guard is wary of your presence and can be avoided by moving to a different screen. The double ‘!!’ means that all guards are aware of your presence, and you can only avoid them by defeating all the guards, moving to a different floor or just simply walking outside. The player starts off unarmed but eventually gains use of heaps of firepower and ammunition, such as the RPG-7 rocket launcher. The game consists of 3 different buildings, each with their own floors and basements, and Snake must access each building to progress, while also rescuing hostages for extra capacity and ammunition.

The aspect of this game that I have chosen to include in my game is the stealth movement. What intrigues me about this game is that it basically started off the stealth genre series with a simple design; hide and you won’t be seen and also avoiding the traps set out for you. In my game the example of this would be, the alien uses his powers to allow him to pass through tripwires and laser grids, while also not being caught by the security guard. This is another game that has inspired my game’s main aspect and it was a good choice.

Tenchu – Stealth Assassins

Tenchu is a stealth game developed by Acquire for the PlayStation in 1998. The game incorporated stealth as a major aspect instead of running in recklessly, which made the player think twice about his/her actions. The game takes place in feudal Japan with a pair of ninjas, Rikimaru and Ayane, who are members of the Azuma ninja clan. The two work for the heroic Lord Gohda, and work for him as his secret spies to root out corruption and to gather intelligence in his province. However, the evil demonic sorcerer Mei-Oh seeks to destroy Lord Gohda, and using his demon warrior Onikage who wreaks havoc throughout Gohda’s province.

The gameplay differs depending on what character you choose. Rikimaru, armed with a single ninjato, is stronger than Ayame but relatively slower. Ayame carries a pair of tantos and is faster and has more combos than Rikimaru, but is the weaker of the two. All of the levels take place at night to compensate for the technical limitations of the PlayStation; the game's high rate of redraw is reduced by setting events at night and reducing the distance the player can see. Both characters are armed with a grappling hook, which allows them to zip up to the tops of buildings and move freely across rooftops, which gave the game a sense of verticality that was rare among most action/adventure games of the time.

This is another stealth game that has influenced my ideas for my game because I like the idea of using dark areas to conceal you, which is an aspect I will be using in my game. For example, the alien could use a shadow to cloak himself as the security guard tries to find you. This will be a common theme of my game and will be very useful for the mechanics of my game.


Wednesday, 22 February 2012

The Aftermath of Judgement - Story Outline


The story of my game sets itself in between events of the group film. Need to edit certain areas for continuity.

The story begins after the main character, Ben's father Frank has been captured by the Imperium soldiers. Ben is left a note detailing that they will kill his father if he does not surrender the video diaries to Imperium. A map is enclosed with the note and Ben is forced to follow the directions that lead him to an abandoned warehouse. As he enters the warehouse he sees a huge complex in the center, surrounded by giant pitfalls and only one passage to follow. 

Ben continues down the path and proceeds to enter the complex, unbeknownst to him that he is being watched by the Imperium member who captured his father from above. As he continues following the path Ben comes into a dark clearing, which lights up to show a spacious room, with 3 words surrounded by the colours red, grey and blue. A loudspeaker gets turned on and Ben hears the Imperium member explain the situation to him, which is if he answers the questions in the right order he will get his father back. This comes with a consequence however, he must surrender the video diaries if he wants to get his father back...alive. Ben accepts these terms and walks down to the edge of the room, seeing 3 doorways with 3 words above them. Ben looks down at the floor and notices a question that he must answer by walking through one of the doors. This is the general basis of the game, and is the running theme to follow throughout. 

As Ben continues through the complex however, the colour of the complex will change between the different colours that are shown above the doors. These resemble the choices he has made and how this will affect the consequences of the endgame. The 3 different endings are as follows:

  • Blue Ending – This is resembled as the 'good' ending and will be activated if you choose to go through a certain number of blue doors. In this ending, Ben makes it to the final chamber and Frank is led in the middle of the room, unconscious. The Imperium member shows up  from a lift behind Frank and demands Ben to give him the video diaries. After all that Ben has been through he realises that his father would not want him to give up the tapes, and so he refuses and tries to valiantly take on the Imperium member, all to no avail. The mysterious man quickly pulls out a gun and fires at Ben, immediately killing him while he takes Frank into the lift, leaving Ben's dead body in the dark recesses of the complex. 

  • Grey Ending – The grey ending symbolizes 'neutrality' and thus is the neutral ending, being activated by going through the grey doors throughout the game. Ben gets to the final chamber, seeing Frank in the middle of the room aswell. The Imperium member appears and asks for the video diaries, in which Ben gives to him in exchange for his father's life. Ben feels reluctant that he finally got his father back, and he runs over to help him, in which he is waking up now. Before Frank can say anything, The Imperium member shoots Frank and he falls to the floor, lifeless. He quickly gets away in the lift and Ben is left to drag his father's dead body out of the complex, vowing his revenge against the mysterious group. This is the true ending to the game, and the events from this particular ending are continued in the film.

  • Red Ending – The red ending symbolizes the 'evil' side to Ben, but doesn't necessarily mean it was for evil intentions. Ben gets to the final chamber and is immediately confronted by the Imperium member. Instead of asking for the video diaries, the mysterious man just smiles, signifying that Ben has made the right choices throughout the complex and is willing to spare his father's life, if he became the 6th Imperium member. Throughout the game Ben has been thinking of any possible way to keep his father alive, so he reluctantly accepts the gracious offer and is taken up the elevator with the man, metaphorically giving his own life in exchange for his fathers.

Timeline of Recorded Progress

Tuesday, 14 February 2012

Scene Breakdown of the Film



Robins Bit

Scene1a: - Video Diary
Action: Video diary playing
Cast: Father Scientist
Location: Science Lab in College
Dialogue: Talking about meeting the new clients (Imperium)
Scene1b: - Interaction with son
Action: Pulling out from video diary to wide shot
Cast: Father Scientist and his son (Robin)
Location: Science Lab in college
Dialogue: Discussing clients with his son
Scene 2a: - Looking at the blue prints
Action: Flicking through the pages of research
Cast: Father Scientist
Location: Science lab in college
Dialogue: N/A
Scene 2b: - Mixing a various chemicals
Action: Pouring different coloured liquids into each other
Cast: Father Scientist
Location: Science lab in college
Dialogue: N/A
Scene 3: - Realisation
Action: Father Scientist realises what Imperium are actually trying to do
Cast: Father Scientist
Location: Science lab in college
Dialogue: Talking to himself
Scene 4: - Alteration
Action: Dropping something else into the formula.
Cast: Father Scientist
Location: Science lab in college
Dialogue: Talking through how this might help keep the normal brain function
Scene 5: - Testing on animals
Action: Test on animals before testing on humans
Cast: Father Scientist
Location: Science lab in college
Dialogue: Talking through the tracked progress of the animals.
Scene 6: - The need to test on a human
Action: Deciding that it is time to test on a human subject
Cast: Father Scientist
Location: Science lab in college
Dialogue: Inside the Head thinking that he is going to do it
Scene 6a: - The phone call to the son
Action: calls the son to say goodbye just encase the worse comes to the worst
Cast: Father Scientist
Location: Science lab in college
Dialogue: Explaining why he has called and saying farewells.
Scene 6b: - Son Panicking
Action: starting to freak out because his dad might die
Cast: Father Scientist son
Location: Uni room
Dialogue: Telling him not to do anything until he gets there
Scene 6c: - Son travelling to labs with mate
Action: Getting his roommate to drive him to the lab
Cast: Father Scientist son + Jacobs character
Location: Car
Dialogue: Filling in the mate on what is going on.
Scene 7a: - Son arriving at the lab
Action: Rushing through the building towards his father
Cast: Father Scientist son and Jacobs character
Location: Science Labs College
Dialogue: Telling his mate to keep up with him
Scene 7b: - Son stopping father from injecting
Action: Grabs the needle out of his hand and throws it onto the table
Cast: Father Scientist, son and Jacobs character
Location: Science Labs College
Dialogue: Son telling father not to be so stupid.
Scene 8: - The Arguing
Action: Father and son arguing over who should take the needle
Cast: Father Scientist, son
Location: Science Labs College
Dialogue: Shouting at each other
Scene 9: - Jakes offering
Action: Jake interrupts the arguing and offers himself for the injection
Cast: Father Scientist, son + Jakes character
Location: Science Labs College
Dialogue: Jake saying that he will offer himself for the injection.
Scene 10: - Jakes situation explanation
Action: explains why he is the one with the least to loose
Cast: Father Scientist, son + Jakes character
Location: Science Labs College
Dialogue: Talking about how he is the only person left in his family.
Scene 11: - Prepping the injection
Action: Doing all the preparation for the injection such as lying on the bench.
Cast: Father Scientist, son + Jakes character
Location: Science Labs College
Dialogue: Telling to relax and all that type of stuff they say
Scene 12: - Administering the injection
Action: Inserting the needle and pushing the plunger down.
Cast: Father Scientist, son + Jakes character
Location: Science Labs College
Dialogue: A slight ow from Jakes character
Scene 13: - Jake Blacking Out
Action: Inserting the needle and pushing the plunger down.
Cast: Father Scientist, son + Jakes character
Location: Science Labs College
Dialogue: A slight ow from Jakes character
Scene 13a: - Jake fading into consciousness
Action: Blurry sort of eye opening with Jake listening to his surroundings.
Cast: Jakes character
Location: Side Room
Dialogue: Can hear the Imperium people talking about where there product is
Scene 13b: - Jake fades out of consciousness
Action: Eyes close as he goes unconscious
Cast: Jakes character
Location: Side Room
Dialogue: Still hear people talking
Scene 13c: - Jake fades into consciousness
Action: Eyes open and looks towards the door that is slightly ajar and can see father figure horridly packing
Cast: Jakes character, Father Scientist
Location: Side Room, Main lab
Dialogue: Over hearing him talking to the son saying he has to go into hiding for there safety
Scene 13d: - Jake fades out of consciousness
Action: robs character walks through the door
Cast: Jakes character, Father Scientist, son
Location: Side Room, Main lab
Dialogue: Hears father and son saying goodbye to each other.
Scene 14: - Jake properly waking up
Action: Looks around the room and spots rob sat in a chair
Cast: Jakes character, son
Location: Side Room, Main lab
Dialogue: Rob explains the situation and why he is the only one left.
Scene 15: - The hidden message
Action: Explains the riddle that will allow them to find the video diaries
Cast: Jakes character, son
Location: Side Room, Main lab
Dialogue: Talking about the hidden message that only he would understand within the video diaries
Scene 16: - Imperium Update
Action: Rob and Jake Talking
Cast: Jakes character, son
Location: Side Room, Main lab
Dialogue: Talking about what the Imperium is currently up to.
Scene 17: - Jakes Memory loss
Action: Jake looking completely confused
Cast: Jakes character, son
Location: Side Room, Main lab
Dialogue: Jake is saying that he can’t remember anything that has been happening

Jakes Bit

Scene 18: - Cut Screen
Action: Screen saying 1 year later
Cast: N/A
Location: N/A
Dialogue: N/A
Scene 19a: - Jakes mission Briefing
Action: Jake and other squad members waiting in a room for their commanding officer.
Cast: 5 soldiers + Jake
Location: Briefing room
Dialogue: Stats about a new weapon of some sort
Scene 19b: - Officer Arrival
Action: officer walks in and they all stand up at attention.
Cast: 5 soldiers + Jake + officer
Location: Briefing room
Dialogue: Thanks and commands them to shut up
Scene 19c: - Briefing
Action: Officer talking and other people listening and making notes
Cast: 5 soldiers + Jake + officer
Location: Briefing room
Dialogue: Talking about the mission
Scene 19d: - Mission brief Conclusion
Action: Officer asks for question and they all leave
Cast: 5 soldiers + Jake + officer
Location: Briefing room
Dialogue: Questions

Robins Bit

Scene 20: - Riddle Solved
Action: Realising the answer to the riddle
Cast: Rob + Rich
Location: Room in assistants hide out place
Dialogue: Telling the assistant about the answer to the riddle
Scene 21a: - Contacting Purge leader
Action: Dialling number in phone
Cast: Rob + Rich
Location: Room in assistants hide out place
Dialogue: Assistant tells the leader where the video diaries are.
Scene 21b: - Purge leader talking
Action: Telling Rob and Rich what he is going to do
Cast: Leader
Location: Room in Purge HQ
Dialogue: Telling them he will get somebody to retrieve it straight away.
Scene 21c: - Purge leader Ending Call
Action: Ending call
Cast: Leader
Location: Room in urge HQ
Dialogue: N/A

Ryans Bit

Scene 22a: - Purge leader contacting Ryan
Action: Dialling number
Cast: Leader
Location: Room in Purge HQ
Dialogue: N/A
Scene 22b: - Purge leader talking to Ryan
Action: Giving Ryan an order
Cast: Leader
Location: Room in Purge HQ
Dialogue: Telling Ryan to meet him
Scene 22c: - Ryan ends call
Action: Ryan pressing end call button and putting phone in pocket
Cast: Ryan
Location: Room where Ryan is
Dialogue: N/A
Scene 23: - Ryan Going To Purge HQ
Action: Ryan grabbing coat and heading out of the door
Cast: Ryan
Location: Room where Ryan is
Dialogue: N/A
Scene 24: - Ryan walking down street
Action: camera following Ryan walking down street
Cast: Ryan
Location: A Street
Dialogue: N/A
Scene 25: - Ryan Arriving At Purge HQ
Action: Walks through door to building
Cast: Ryan
Location: Purge HQ
Dialogue: N/A
Scene 26: - Security Confrontation
Action: Get stopped by two security with weapons drawn
Cast: Ryan, Two Purge Guards
Location: Purge HQ
Dialogue: Guards checking that he is who he says he is
Scene 27: - Meets Purge Commander
Action: Get Goes into room and is told an order to sit
Cast: Ryan, Purge Commander
Location: Purge HQ
Dialogue: Telling Ryan to sit
Scene 28: - Ryan’s Mission Briefing
Action: Watching a presentation
Cast: Ryan, Purge Commander
Location: Purge HQ
Dialogue: Telling Ryan what he has to do
Scene 29: - Ryan Prepping For Mission
Action: In room sorting out various objects and weapons that he will take with him
Cast: Ryan
Location: Weapons room at Purge HQ
Dialogue: N/A
Scene 30: - Ryan Memory
Action: sits on a box and pulls out an image from his wallet and looks at it
Cast: Ryan
Location: Weapons room at Purge HQ
Dialogue: N/A
Scene 31a: - Ryan Fiancé Flashback
Action: Goes into the fiancé getting the injection
Cast: Fiance, Imperium Scientists
Location: Room at Imperium
Dialogue: People telling her to keep calm
Scene 31b: - Fiancé +Injection Gone Wrong
Action: Fiancé begins to fit
Cast: Fiance, Imperium Scientists
Location: Room at Imperium
Dialogue: People barking orders to step back from her
Scene 31c: - Fiancé death
Action: Fiancé stops fitting and lays there still
Cast: Fiance, Imperium Scientists
Location: Room at Imperium
Dialogue: Someone states she is dead
Scene 31d: - Coming out of flash back
Action: Slowly transitions from the flash back, back to Ryan sat on the box
Cast: Fiance, Imperium Scientists, Ryan
Location: Room at Imperium, Weapons room In Purge HQ
Dialogue: N/A
Scene 32: - Ryan Venting Frustration
Action: Puts on an angry face and then punches a wall or box
Cast: Ryan
Location: Weapons room In Purge HQ
Dialogue: Screams out a curse towards the Imperium people
Scene 33a: - Ryan Moving To Complex
Action: Grabs his gear and heads out of the Purge HQ
Cast: Ryan
Location: Purge HQ, Street
Dialogue: N/A
Scene 33b: - Ryan Moving over ground towards Complex
Action: Lightly Jogging over open ground sticking to trees and hedges
Cast: Ryan
Location: Field (Some sort of op ground)
Dialogue: N/A
Scene 33c: - Ryan Scoping Complex Behind Hedge
Action: Kneeling by a hedge or wall carefully peering over.
Cast: Ryan
Location: Field (Some sort of op ground)
Dialogue: N/A
Scene 34: - Spotting Imperium Soldiers
Action: Camera zooms into the soldiers moving into the building
Cast: Ryan
Location: Field (Some sort of op ground), Complex
Dialogue: N/A
Scene 35: - Ryan moving towards back entrance
Action: Leaps over hedge and sprints over open ground and down the side of the building
Cast: Ryan
Location: Field (Some sort of op ground), Complex
Dialogue: N/A
Scene 36: - Ryan cautiously probing back entrance
Action: Small mirror around the bottom of the door
Cast: Ryan
Location: Field (Some sort of op ground), Complex
Dialogue: N/A

Jakes Bit

Scene 37: - Camera moving towards Jake
Action: Camera leaves Ryan’s position and goes in through the door passing jake and then turning to face him
Cast: Ryan, Jake and soldiers
Location: Field (Some sort of op ground), Complex
Dialogue: Start hearing jake barking orders
Scene 38: - Jake ordering room searches
Action: Jake signalling soldiers to search rooms as they go down the corridor
Cast: Ryan, Jake and soldiers
Location: Complex
Dialogue: Hear Jake barking orders
Scene 39: - Jake Entering Last Room
Action: Camera follows Jake into the room
Cast: Jake
Location: Complex
Dialogue: Faint random chatter of other soldier searching through various files.
Scene 40: - Jake Searching Files
Action: Jake thumbing through various files
Cast: Jake
Location: Complex
Dialogue: Faint random chatter of other soldier searching through various files.
Scene 41: - Rob character File
Action: Jake pausing and looking at the video
Cast: Jake
Location: Complex
Dialogue: Faint random chatter of other soldier searching through various files.
Scene 42: - Camera Moving
Action: Pull back out into the corridor and heads towards the back entrance
Cast: Jake
Location: Complex
Dialogue: N/A
Scene 43: - Ryan in stealth mode
Action: Follows Ryan moving stealthily along the corridor to the open door
Cast: Ryan
Location: Complex
Dialogue: N/A
Scene 44: - Ryan Peering into room
Action: Slowly and cautiously peers into room and spots Jake facing away from him into a file
Cast: Ryan, Jake
Location: Complex
Dialogue: N/A
Scene 45: - Ryan Stealth moving
Action: Ryan moving towards jake with a rock
Cast: Ryan, Jake
Location: Complex
Dialogue: N/A
Scene 46: - Head Smash
Action: Ryan smashes the rock into the back of Jakes head
Cast: Ryan, Jake
Location: Complex
Dialogue: N/A
Scene 47: - Jake Reaction
Action: Jake hardly flinches and takes a swing towards Jake
Cast: Ryan, Jake
Location: Complex
Dialogue: N/A
Scene 48a: - Jake vs Ryan
Action: Ryan ducks and throws a punch
Cast: Ryan, Jake
Location: Complex
Dialogue: N/A
Scene 48b: - Jake vs Ryan
Action: Jake takes the punch and Spartan kicks Ryan again a wall
Cast: Ryan, Jake
Location: Complex
Dialogue: N/A
Scene 48c: - Jake vs Ryan
Action: Jake runs in and pins Ryan to the wall by he neck
Cast: Ryan, Jake
Location: Complex
Dialogue: N/A
Scene 49: - Ryan Pleeing For His Life
Action: Ryan all panicky and struggling to breath
Cast: Ryan, Jake
Location: Complex
Dialogue: Trying to convince jake not to kill him
Scene 49: - Ryan telling jake his history
Action: Jake begins to loosen his grip slightly
Cast: Ryan, Jake
Location: Complex
Dialogue: Ryan talking about what happened to jake
Scene 50: - Jakes Realisation
Action: Jake realises Ryan is no threat and realises his vice grip
Cast: Ryan, Jake
Location: Complex
Dialogue: Asking what Ryan was doing here
Scene 51: - Tape hunt
Action: Jake and Ryan start looking around the room for the tape
Cast: Ryan, Jake
Location: Complex
Dialogue: Still chatting about his past
Scene 52: - Tape Found
Action: Ryan puts the tape in his bag and heads for the door
Cast: Ryan, Jake
Location: Complex
Dialogue: Saying goodbyes
Scene 53: - Soldier walks in
Action: soldier walks in and sees Ryan and then looks at jake whose does not have his weapon drawn
Cast: Ryan, Jake, soldier
Location: Complex
Dialogue: Soldier is all WTF
Scene 54: - Soldier take down
Action: Before the soldier has time to react jake rugby tackles him to the floor
Cast: Ryan, Jake, soldier
Location: Complex
Dialogue: Insults flying everywhere
Scene 55: - Ryan Escape
Action: Ryan jumps over jake and the soldier scrapping on the floor and sprints out the way he came
Cast: Ryan, Jake, soldier
Location: Complex
Dialogue: Insults flying everywhere
Scene 56: - Soldiers surrounding
Action: All the other soldiers surround jake, weapons drawn
Cast: Jake
Location: Complex
Dialogue: Telling him to surrender
Scene 56: - Jakes arrest
Action: They arrest jake
Cast: Jake
Location: Complex
Dialogue: Telling him to put his hands behind his head
Scene 56: - Soldier spotting Ryan
Action: Camera follows one soldier who spots Ryan
Cast: Ryan, Soldier
Location: Complex
Dialogue: Describes Ryan over the radio
Scene 57: - Taking Jake Away
Action: Camera follows the rest of the soldiers taking jake out of the building
Cast: Jake
Location: Complex
Dialogue: Insulting him

Ryans Bit

Scene 58: - Ryan Sprinting Away
Action: Ryan Sprinting back the way he came and back over the hedge
Cast: Ryan
Location: Open Ground
Dialogue: N/A
Scene 59: - Catching his breath
Action: Crouched down behind wall/ hedge.
Cast: Ryan
Location: Open Ground
Dialogue: N/A
Scene 60: - Ryan Making contact with Rob
Action: Takes phone out of pocket and dials a number from a piece of paper
Cast: Ryan
Location: Open Ground
Dialogue: Telling rob he has the tape
Scene 61: - Rob telling location
Action: Listening to rob tell location
Cast: Ryan, rob
Location: Open Ground
Dialogue: Rob telling Ryan where to meet him
Scene 62: - Ryan ending call
Action: Ends the call and put the phone back in his pocket
Cast: Ryan
Location: Open Ground
Dialogue: N/A
Scene 63: - Ryan running into distance
Action: Camera stays put and Ryan runs into the distance
Cast: Ryan
Location: Open Ground
Dialogue: N/A

Jakes Bit

Scene 64: - Location Change
Action: Fades to black and then fades into a room with a person sitting at a desk
Cast: Army officer
Location: CO office
Dialogue: N/A
Scene 65: - Jake brought in
Action: Jake gets brought into the room and stood infront of the CO
Cast: Army officer, Jake, 2 soldiers
Location: CO office
Dialogue: N/A
Scene 66: - Jake Getting Court-martialled
Action: CO talking to jake
Cast: Army officer, Jake, 2 soldiers
Location: CO office
Dialogue: Charging jake for allowing a target to escape and removing his rank and decommissioning him from service.
Scene 67: - Jake is taken out of the room
Action: jake is removed from the room
Cast: Army officer, Jake, 2 soldiers
Location: CO office
Dialogue: N/A
Scene 68: - Jake being thrown out onto the street.
Action: jake being thrown onto the street and then picking himself up
Cast: Jake, 2 soldiers
Location: Street
Dialogue: N/A
Scene 69: - Jake Getting Up And Walking Away
Action: Gets up and walks off into the distance
Cast: Jake
Location: Street
Dialogue: N/A

Ryans Bit

Scene 70: - Location Change
Action: Fades to black and back into ryan crouching by a wall/ hedge
Cast: Ryan
Location: Street
Dialogue: N/A
Scene 71: - Ryan Peering
Action: Ryan peering over a wall/ hedge to make sure that the coast is clear
Cast: Ryan
Location: Street
Dialogue: N/A
Scene 71: - Ryan Spotting The Scouts
Action: Face looks allot harder as he spots undercover soldiers moving in and out of buildings
Cast: Ryan
Location: Street
Dialogue: N/A
Scene 72: - Ryan Timing Sprint
Action: When the soldiers go into a building he quickly sprints into an already checked building
Cast: Ryan
Location: Street, Building
Dialogue: N/A
Scene 73: - Entering The Building
Action: Ryan bursts straight through the door and immediately hides behind somehing
Cast: Ryan
Location: Building
Dialogue: N/A
Scene 74: - Ryan is not alone
Action: Ryan can hear footsteps so draws his weapon ready
Cast: Ryan
Location: Building
Dialogue: N/A
Scene 75: - Ryan meeting Rob
Action: Rob appears round the side of the object and Ryan realises who he is
Cast: Ryan, Rob
Location: Building
Dialogue: N/A
Scene 76: - Exchanging Greeting
Action: Greeting each other and Ryan updating Rob on the situation
Cast: Ryan, Rob
Location: Building
Dialogue: Talking about what has happend
Scene 77: - Plan for leaving village undetected
Action: Talking about who they are doing to get out of the village undetected
Cast: Ryan, Rob
Location: Building
Dialogue: The plan
Scene 78: - Exiting the building
Action: They exit onto the main street and start walking quickly
Cast: Ryan, Rob
Location: Building, Street
Dialogue: N/A

Robins Bit

Scene 79: - Getting Spotted
Action: Ryan is looking backwards and spots the two soldiers walking towards them very fast.
Cast: Ryan, Rob, Soldiers
Location: Building, Street
Dialogue: Telling rob to start running
Scene 80: - Sprinting
Action: Rob and ryan sprinting down towards the end people
Cast: Ryan, Rob, Soldiers
Location: Building, Street
Dialogue: Telling rob to run faster
Scene 81: - Taking Cover
Action: Ryan grabs Rob and pull him to his side up against the wall
Cast: Ryan, Rob, Soldiers
Location: Building, Street
Dialogue: Telling rob shut up
Scene 82: - Killing the soldiers
Action: Ryan draws his weapon and as the soldiers run past he puts a bullet in the back of there heads
Cast: Ryan, Rob, Soldiers
Location: Building, Street
Dialogue: N/A
Scene 83: - Hiding the Bodies
Action: Rob and Ryan drag the bodies out of view up against the building
Cast: Ryan, Rob, Soldiers
Location: Building, Street
Dialogue: Rob Maoning that he has to move dead people
Scene 84: - Going to meet the assitant
Action: Running over various open ground
Cast: Ryan, Rob
Location: Open Ground
Dialogue: N/A
Scene 85: - Spotting the house of the assistant
Action: Rob spots the house and sends a signal
Cast: Ryan, Rob
Location: Open Ground
Dialogue: N/A
Scene 86: - Entering Building
Action: Run the short distance into the house
Cast: Ryan, Rob
Location: Open Ground, House
Dialogue: N/A

Richards Bit

Scene 87: - Assistant Greeting
Action: Greeted by the assistant and then asked for the tape
Cast: Ryan, Rob, assistant
Location: House
Dialogue: Greetings and Tape request
Scene 88: - Assistant Moving to another room
Action: Takes the tape and scurries into the next room followed by Rob
Cast: Ryan, Rob, assistant
Location: House
Dialogue: N/A
Scene 89: - Ryan Chilling
Action: After all that running Ryan sits down and takes a little nap.
Cast: Ryan
Location: House
Dialogue: N/A
Scene 90: - Location Change
Action: Screen Fades to black and comes back with Jake crouching by a hedge near the house.
Cast: Jake
Location: Openground
Dialogue: N/A
Scene 91: - Jake moving to building
Action: Quickly runs over to the door and then pauses.
Cast: Jake
Location: Openground, Building
Dialogue: N/A
Scene 92: - Jake knocks the door
Action: Knock the door three times
Cast: Jake
Location: Openground, Building
Dialogue: N/A
Scene 93: - Ryan Reaction
Action: Hearing the knock Ryan is suddenly awake and pull his weapon aiming at the door
Cast: Ryan
Location: Building
Dialogue: N/A
Scene 94: - Ryan Being Cuatious
Action: Slowly moves towards the door weapon drawn and pointed towards the door
Cast: Ryan
Location: Building
Dialogue: N/A
Scene 95: - Ryan opening door
Action: Ryan slowly crack the door open weapon first
Cast: Ryan
Location: Building
Dialogue: N/A
Scene 96: - Ryan recognising Jake
Action: Recognises Jake and lowers the weapon and lets him in
Cast: Ryan, Jake
Location: Building
Dialogue: Greeting each other
Scene 97: - Ryan quizzing Jake on how he found them
Action: Puzzled sort of look
Cast: Ryan, Jake
Location: Building
Dialogue: Explains how he got kicked out of the army and spotted you running across some ope ground. So just followed at some distance
Scene 98: - Jake Greating Rob and Assistant
Action: Amazement on Rob and Assistants face
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Greeting each other
Scene 99: - Jake Story Telling
Action: Telling Ryan, Rob, Assistant Everything that has happened to him
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Talking about how he joined the army, how he was on a mission and met ryan and then being court-martialled for letting Ryan go free.
Scene 100: - Watching the Video Diaries
Action: They all watch the video and try figure out the hidden message, Jake is listing intently as he learns everything about him
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Talking from the video diary
Scene 101: - End of the Video Diaries
Action: The tape finishes and they all sigh at the fact they could not see any hidden message
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: All Saying they did not find anything apart from Ryan
Scene 102: - Ryans Epiphany
Action: Camera moves intowards Ryan as he realises where the message might actually be
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Telling them to give him a pen and paper and to rewind the last diary entry.
Scene 103: - Writing as the video is playing
Action: Everybody looking at what Ryan is writing
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Sound from video diary and the faint murmurings or Ryan trying to figure things out
Scene 104: - Telling the others how the message is coming accross
Action: Shows them the Morse code in his tapping
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Tells them about the message in morse code
Scene 105: - The message
Action: A coded virus that will render all the injections useless
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Talks them through the code
Scene 106: - Inputting the code
Action: Assistant takes the code and enters it into the computer for a closer look
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Talking to himself as he does it
Scene 107: - The final answer
Action: Assistant turns round really happy and talks to the others
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Tells them that this would Actually work
Scene 108: - Ryan informs his CO
Action: Ryan calls his CO
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Tells them that he will ring his CO and see if they can get some reinforcements
Scene 109: - Ryan ends Call
Action: puts down the phone
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Says that he can spare 6 extra men
Scene 110: - Building Blueprint
Action: Assistant grabs a blueprint of the Imperium building and points out the main frame and server
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Giving them info about the two rooms
Scene 111: - The plan
Action: Pointing on the blueprint where people should go
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Talking about the plan
Scene 112a: - Preparation
Action: Ryan and jake go into one room and prep some weapons
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: Talking about who wants what weapons
Scene 112b: - Preparation
Action: Rob and the assistant prep the code for transporting
Cast: Ryan, Jake, Rob, Assistant
Location: Building
Dialogue: General chat

Scene 113: - Heading for rendezvous point
Action: They all leave and run across open ground towards the waiting reinforcements
Cast: Ryan, Jake, Rob, Assistant
Location: Open Ground
Dialogue: N/A
Scene 114: - Meeting the reinforcements
Action: They meet the reinforcements
Cast: Ryan, Jake, Rob, Assistant, renforcements
Location: Open Ground
Dialogue: Letting them know the plan
Scene 115: - Moving to the Boundary of the Imperium Complex
Action: All crouched behind a wall or hedge watching and keeping time of the guards passes of the entrance
Cast: Ryan, Jake, Rob, Assistant, renforcements
Location: Open Ground
Dialogue: N/A
Scene 116: - Entering Imperium complex
Action: Signal is given to sprint into the entrance
Cast: Ryan, Jake, Rob, Assistant, renforcements
Location: Open Ground, complex
Dialogue: Someone saying the signall
Scene 117: - Orders
Action: Assistant giving orders for Ryan and Jake to go one way with three men and the rest the other
Cast: Ryan, Jake, Rob, Assistant, renforcements
Location: Complex
Dialogue: The orders
Scene 118: - Following Jake and Ryan
Action: The camera follows Jake and Ryan as they go down the corridor weapons drawn
Cast: Ryan, Jake, renforcements
Location: Complex
Dialogue: N/A
Scene 119: - Following Rob and the assistant
Action: The camera follows Rob and the Assistant as they go down the corridor weapons drawn
Cast: Rob and the Assistant renforcements
Location: Complex
Dialogue: N/A
Scene 120: - Simultaneous room entry
Action: Split Screen of the two groups going in at the same time
Cast: Rob ,assistant, Jake, Ryan, Renforcments
Location: Complex
Dialogue: Radio Countdown to entry
Scene 121:- Entering Mainframe room
Action: Ryan and Jacob enter the mainframe room with Rob and Richard. Rob start setting up when Jake and Ryan turn and start leaving the room.
Cast: Jake, Ryan, Reinforcements
Location: Complex
Dialogue: Rich: were you guys going? Jake: to find answers

Jakes Bit

Scene 122:- Taking out 2 Imperium
Action: Ryan and Jake Simultainsly take out two of the Imperium with headshot
Cast: Jake, Ryan, Imperium
Location: Complex
Dialogue: Command from Jake
Scene 123:- Jake And Ryan Disarmed
Action: Two remaining Imperium members throw something knocking their weapons out of the hands
Cast: Jake, Ryan, Imperium
Location: Complex
Dialogue: Command from Jake
Scene 124:- Jake Fighting
Action: Punching and kicking and the like but ultimately ending with jake smashing the guys head into a wall
Cast: Jake, Ryan, Imperium
Location: Complex
Dialogue: Insults from jake
Scene 125:- Ryan Fighting
Action: Punching and kicking and then Ryan gets thrown against the wall and get knocked unconsious
Cast: Jake, Ryan, Imperium
Location: Complex
Dialogue: Insults from Imperium person
Scene 126:- Imperium with weapon
Action: Imperium picks up Ryans weapons and takes aim
Cast: Jake, Ryan, Imperium
Location: Complex
Dialogue: N/A
Scene 127:- Imperium Takedown
Action: Jake sees the weapon aimed at ryan and jumps the Imperium person
Cast: Jake, Ryan, Imperium
Location: Complex
Dialogue: N/A
Scene 128:- Jakes Death
Action: Takles Imperium to the floor and three shots ring out waking ryan back up
Cast: Jake, Ryan, Imperium
Location: Complex
Dialogue: N/A
Scene 129:- Imperium Getting up
Action: Imperium roles jakes dead body off him and you can see that jake has taken the three shots
Cast: Jake, Ryan, Imperium
Location: Complex
Dialogue: Imperium calls jake a fool
Scene 130:- Imperium Death
Action: Ryan sees the body of jake and gets up and goes mental on the Imperium member ip man style
Cast: Jake, Ryan, Imperium
Location: Complex
Dialogue: Jake insulting Imperium member

Robins Bit

Scene 131:- Moving shot
Action: Starts to move away from ryan taking jakes dog tags and closing his eyes to Rob and the Assitant.
Cast: Jake, Ryan, Imperium, Assistant Rob
Location: Complex
Dialogue: N/A
Scene 131:- Assistant uploading code
Action: The assistant is uploading when you then hear three thuds and Rob turn around
Cast: Assistant ,Rob
Location: Complex
Dialogue: N/A
Scene 132:- Seeing the Imperium
Action: The Imperium is standing there with the three reinforcements bodies lying on the floorbehind him
Cast: Assistant ,Rob, Imperium, Reainforcements
Location: Complex
Dialogue: N/A
Scene 133:- Flash back
Action: Triggers rob to have a flash back about his father being shot by the Imperium Member
Cast: Assistant ,Rob, Imperium, Reainforcements
Location: Complex
Dialogue: The Imperium talking before shooting the father
Scene 134:- Killing The Imperium member
Action: Before the Imperium member has time to react rob has released his clip into him. Body falling to the floor
Cast: Assistant ,Rob, Imperium, Renforcements
Location: Complex
Dialogue: Insulting the dead Imperium member

Richards Bit

Scene 135:- Upload Complete
Action: Upload is done and the camera moves out of the door and towards the solider shooting
Cast: Assistant ,Rob, Imperium, Renforcements, Imperium Soldiers
Location: Complex
Dialogue: N/A
Scene 136:- Soldier Deactivating
Action: Soldier stop firing and fall to one knee clutching the head
Cast: Imperium Soldiers
Location: Complex
Dialogue: N/A
Scene 137:- Final Greeting
Action: All people then gather outside the complex greeting each other
Cast: Everyone
Location: Complex
Dialogue: Greeting one another
Scene 138:- Location Change
Action: Screen fased to black and then back into a memorial service
Cast: Everyone
Location: Complex, Graveyard
Dialogue: N/A
Scene 139:- Burial
Action: People with heads down as several people are brought past
Cast: Everyone
Location: Graveyard
Dialogue: Vicar doing his talking
Scene 140:- Remembering the fallen
Action: Fades in and out of the various people who have died
Cast: Everyone
Location: Graveyard
Dialogue: Vicar doing his talking. ‘As we remember……’
Scene 141:- Ending scene
Action: High shot of everyone dispersing from funeral and then fades to credits
Cast: Everyone
Location: Graveyard
Dialogue: N/A

Credits